Creating quests in the open world of ‘Horizon Zero Dawn’

November 29, 2017

After a decade of making first person shooters, Guerrilla Games has undertaken a task to create an open-world action role playing game. The large open-world nature of Horizon: Zero Dawn required a system that would allow for efficient creation of non-linear quests.

This talk will discuss how quests with branching story-lines are made and managed in Horizon Zero Dawn, advantages and disadvantages of the chosen approach and how it compares to solutions used in other RPGs.